Description

The Typhoon Mk Ia is a rank II British fighter
with a battle rating of 2.7 (AB/RB/SB). It has been in the game since the start of the Open Beta Test prior to Update 1.29.

The Typhoon Mk Ia is a fast fighter for its rank but isn't good at turning due to its massively thick wings.

The Typhoon Mk Ia is a great fighter for the rank it is at. The first thing you will notice with the Typhoon Mk Ia is that it is insanely fast, so diving at a five to ten-degree angle, if you are being attacked or if your attack failed, is a solid choice if you have the altitude that is. However, if you are playing Arcade battles with this plane the diving tactic may not work since the Arcade battle maps are quite small, it is still worth trying since it is a low tier plane and because of that have a low repair cost. One other thing worth noting is that the Typhoon Mk Ia has 12 x 0.303 calibre machine guns, which is a lot of guns, but they are only rifle calibre guns so if you want to take down bombers, you should consider getting another plane with cannons. But you are a fighter after all, not a bomber hunter.

General info

Flight Performance

Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.

Usage in battles

In Arcade battles, the Typhoon is quite powerful, not as in powerful guns, but as in great performance powerful.

So, how should you use it? Well, the first thing you want to do is to climb, because then you can dive on your enemies and take them by surprise, which you really want to do since the guns are not that great. You should try to only engage other fighters, engaging fighters that's slower than you is the best thing you should do since your speed advantage works best on them, after you have successfully dived on a fighter and damaged him, do not start a turn fight, instead just dive away and when you are about 3 km from the closest enemy, climb back up to altitude. By doing this you both can and will survive longer to get more research points (RP) and silver lions (SL). And research points is something you want to get your plane fully upgraded and by that increase your maximum speed. And you can use better ammo, and since you have a lead indicator in AB stealth ammo is recommended. By using stealth ammo your element of surprise will go up to since the enemy will not see your bullets until it is too late.

In Realistic battles, the first thing you should note when flying the Typhoon Mk Ia in RB is that since it is so fast it both can, and will, have its elevators locked up when getting close the maximum speed.

You must take that into account when diving on somebody close to the ground, which will be your greatest enemy at high speeds. What should you do to avoid the ground then? There are three things you can do:

The first one is simply slowing down. That has a risk however since the plane you are diving on might be able to catch you when you are trying to outrun them.

The second thing you can do is diving on your enemy at a less steep angle, you will save your speed by doing that, but this tactic has a downside too. The enemy can dodge your attack much easier if you are doing this. The only this he (or her) has to do is to simply turn, which will reduce the time you can fire at the enemy, which is bad. If the enemy is turning, do not follow the turn, just fly away and get your speed back to altitude, when out of shooting range.

The third thing you can do is investing in a crew skill called "Stamina". "Stamina" greatly reduces the elevator lock up when in a dive, but it will take a while to build up enough points to make the crew skill useful.

The Typhoon should try to only attack fighters. And if you are seeing a IL-2 flying low and slow, don't even bother. IL-2s' have great durability and you will only waste ammo trying to kill it. Ammo which can be used on other fighters. Here are some things you should note when meeting different nations, we will start the USAF. At this tier, USAF has many fighters with 0.50 calibre guns, for example, P-36, F2A, F6F, A-20, SBD-3 and the list goes on. Avid those, but with the great tactics that are listed in this wiki-page you will have no trouble avoiding them. Most USAF planes are fast, that means if you turn with them and lose your speed, you are dead.

Next up we have the mighty Luftwaffe (Germany): the Luftwaffe have some great fighters at this tier, for example, the Bf 109E-3 and Fw 190A-1. The Bf 109 can out turn you but you will outrun him. Most of the time. The FW 190 is another story, this plane both can and will outrun you, but fear not, you out climb the Fw 190 and can by that get a speed and altitude advantage. You can also in some cases out turn the FW 190, but it is foolish to turn in a Typhoon anyways. The Mc 202 is a plane to avoid, and it is quite easy, just point your nose down and see him disappear. Anything but turning with him.

The next nation is the USSR. At this tier the USSR has many great fighters, most of them have cannons. And most of them can out turn you, but you should know not to turn anyways. You do outrun them though, so use tactics listed above. One thing worth noting is that the planes of the USSR have great durability. And you will have to do more than just one pass against them.

The next nation we will take a look at is Japan (We are skipping Britain since you will not meet them in RB anyway). All planes at this tier out turn you. But it must be your lucky day! Because every single Japanese plane at this tier is slower than you! So, use diving tactics listed above. Japanese planes are quite fragile and you will most of the time just have to do one pass.

One last thing! Practice in AB to learn how you should aim the guns and then get stealth ammo and use it in RB.

When it comes to Simulator Battles, most of the Realistic Battle tactics apply here too. However, due to the very limited view from the cockpit and low roll-rate make checking the six very difficult. Gun range should be set to 200 - 250 meters causing a close convergence. The greatest strength of the small calibre .30 calibre show up in this mode: Destruction of control and lift surfaces. The rapid change in aerodynamics causes plenty of pilots to lose control and crash.

Manual Engine Control

MEC elements

Mixer

Pitch

Radiator

Supercharger

Turbocharger

Oil

Water

Type

Controllable

ControllableNot auto controlled

Not controllableAuto control available

ControllableAuto control available

Combined

Controllable2 gears

Not controllable

Modules

Tier

Flight performance

Survivability

Weaponry

I

Fuselage repair

Radiator

Offensive 7 mm

II

Compressor

Airframe

HSBC mk.2

III

Wings repair

Engine

New 7 mm MGs

HMBC mk.2

IV

Engine injection

Cover

Of the rank I upgrades, only Offensive 7 mm is of noticeable effect to allow for belt choice for the 7.7 mm armaments. The next level's Compressor should be the first choice, with Airframe and the HSBC mk.2 as unattractive choices. Having the option of a last-ditch ground attack with the bombs may save the occasional game though. For rank III: Engine, New 7 mm MGs and Wings repair in that order, just having the ability to perform long, accurate burst fire (against bombers) makes the armament upgrade worthwhile. The last level is Engine Injection. The remaining modules can be chosen for research by personal preference.

Pros and cons

A great fighter in AB, a great fighter-bomber in RB and SB. The Typhoon is a versatile aircraft.

Cons:

Limited damage output of guns

Slow roll rate

Volatile

Poor turn fighter, especially at low speed

Ineffective against bombers

History

Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too big, take it to a separate article, taking a link to the article about the vehicle and adding a block "/ History" (example: https://wiki.warthunder.com/(Vehicle-name)/History) and add a link to it here using the main template. Be sure to reference text and sources by using <ref></ref>, as well as adding them at the end of the article with <references />. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under === Encyclopedia Info ===, also if applicable).

In-game description

The Hawker Typhoon was a single-seat, all-metal monoplane fighter, first designed as a high speed interceptor.

Even before the new Hurricane fighter was launched into full-scale production, the engineers of Hawker Aircraft Ltd.'s design office, headed by Sir Sydney Camm, embarked on the development of а next-generation interceptor for the RAF. It was proposed that the new aircraft would be equipped with a new engine whose power would surpass that of the Rolls-Royce Merlin.

Hawker Aircraft received a contract to develop two prototypes: one had a Rolls-Royce Vulture liquid-cooled engine (an Х-block); the second had a Napier Sabre engine (an Н-block). Both engines had 24 cylinders and provided about 2,000 hp.

The first prototype was named the Hawker Tornado and featured a ventral radiator in the same position that the Hurricane did. The second prototype, named the Typhoon, was equipped with a distinctive chin-mounted radiator in the forward fuselage.

Since the development of the Rolls-Royce Vulture engine progressed more quickly, the Hawker Tornado was the first to be test flown in October 1939. The first Hawker Typhoon (P5212) prototype made its maiden flight in February 1940.

After delays caused by the Battle of Britain, the full-scale production of Typhoon Mk IA, with a 2,100 hp Napier Sabre Mk.IIA engine and a de Havilland Hydromatic three-bladed propeller, was launched. Work on the Hawker Tornado was ceased due to serious problems with the Rolls-Royce Vulture engine after the first production aircraft was built.

Subsequent to the results found during flight trials, the tail fin of the Typhoon Mk.IA was enlarged to improve longitudinal stability and the aircraft obtained its distinctive rudder with a straight rear edge. The starboard door and the folding part of the canopy were used to enter the fighter's cockpit; in an emergency both doors and the folding part of the canopy could be jettisoned.

The armament provided for the aircraft consisted of wing-mounted machine guns in the ""A"" type wing (Mk.IA) and cannons in the ""B"" type wing (Mk.IB). The first 110 fighters built were of the Typhoon Mk.IA version, with 12 wing-mounted 0.303 inch Colt-Browning Mk.II machine guns, because of the shortage of belt-feed mechanisms for the Hispano Mk.II cannons.

The early service life of the Typhoon was less than impressive. With a relatively poor rate of climb and sluggish performance at high altitudes, it was not able to maintain pace with the latest enemy fighters in its planned role as an interceptor. Furthermore, the first RAF squadrons to use the Typhoon found, like the test pilots who had helped to develop the Typhoon, that an alarming number of accidents, sometimes fatal, were attributed to the new fighter. Hawker was able to ascertain that the cause of many accidents was metal fatigue resulting in several cases of the entire tail section detaching in flight. However, even after this issue was resolved, high speed buffeting and an unreliable engine caused the early Typhoons to be less than popular with their crews.

Media

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See also

Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example: